/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h
Properties that specify how to play a force feedback effect.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGameplayCueNotify_ForceFeedbackInfo
uint32:  1
bIsLooping
If enabled, the force feedback will be set to loop.
uint32:  1
bOverridePlacementInfo
If enabled, use the placement info override and not the default one.
uint32:  1
bOverrideSpawnCondition
If enabled, use the spawn condition override and not the default one.
uint32:  1
bPlayInWorld
If enabled, the force feedback will be played in the world and affect all players.
TObjectPtr<UFo...
ForceFeedbackEffect
Force feedback effect to play.
FName
ForceFeedbackTag
Tag used to identify the force feedback effect so it can later be canceled.
FGameplayCueNot...
PlacementInfoOverride
Defines how the force feedback will be placed.
FGameplayCueNot...
SpawnConditionOverride
Condition to check before playing the force feedback.
TObjectPtr<UFo...
WorldAttenuation
How the force feedback is attenuated over distance when played in world.
float
WorldIntensity
Multiplier applied to the force feedback when played in world.